Chủ Nhật, 15 tháng 7, 2018

Review Games Knights and Bikes

KNIGHTS AND BIKES is a hand-painted action-adventure set on a fictional British island in the late 1980s, inspired by coming-of-age movies like The Goonies and classic games like Earthbound and Secret of Mana.

The story features two new friends: Nessa & Demelza. They're tough and imaginative girls exploring the island of Penfurzy in search of mysteries and treasure. Cycling around on their bikes, exploring the natural beauty of their surroundings, they experience their first taste of a more grown-up freedom. But this new-found independence also leads them into danger, both modern and ancient.

With a mixture of ingenuity and imagination, they deal with enemies and a challenging environment using frisbees, water-balloons, a cranked-up stereo, a pet goose, and more. The trinkets they collect from their adventures allow them to upgrade their bikes and widen their treasure-hunt.

As Nessa and Demelza try to figure-out the puzzling adult world around them, it's their friendship and imagination that guides them on their quest: to find the legendary treasure! (as well as saving some of those stupid adults that just keep disappearing).

The game is by Rex Crowle, (Creative Director: Tearaway/Tearaway-Unfolded, Art & Design: LittleBigPlanet) and by Moo You (Gameplay Programmer: Ratchet & Clank and LittleBigPlanet). Audio design by Kenny Young (Audio Lead: Tearaway & LittleBigPlanet) and with a musical score by Daniel Pemberton (Composer: The Man From Uncle, Steve Jobs, King Arthur: Legend Of The Sword)

Things to Do
Best friends forever! Play single-player with an AI companion, couch co-op or online co-op.

Solve puzzles and deal with enemies using your improvised abilities! These include: frisbees, water-balloons, puddle-stomping welly boots, and a powerful boom-box stereo.

Work together! Both characters have different skills so you'll want to experiment with how they combine in order to succeed.

Explore the island! Seek out its modern tourist-attractions and ancient ruins, both on foot and on your customised bikes.



Discover treasure! Ranging from trinkets like broken action-figures and animal skulls, to the legendary riches rumoured to be hidden on the island.

Upgrade your bikes! Barter with adults (offload your junk) so you can personalise your bikes, unlock extra abilities or at the very least: get those training-wheels removed!

Tend to your pet goose! Captain Honkers has a keen nose-beak and can help you find what you need, if you keep him fed and happy.
KNIGHTS AND BIKES is a hand-painted action-adventure set on a fictional British island in the late 1980s.

Players will take on the roles of Nessa & Demelza to explore an island with their bikes. They’ll uncover treasure, mystery and trouble. This leads to them ultimately attempting to steer the ancient island away from modern ruin.

They’ll be pedalling into danger, facing threat head-on with frisbees, water-balloons, puddle-stomping, and whatever other kid-like schemes that players can improvise.

Each islander that Nessa & Demelza rescue passes on new abilities, allowing them to do more and travel further. So as they face-up to the adult world, its their ingenuity, friendship, and wide-eyed-wonder that guides the adventure.

“A game which grabs our attention and won’t let go.”
— Engadget
KNIGHTS AND BIKES is designed for one or two players (playing locally or online) and was funded successfully via Kickstarter in March 2016. It will be published by Double Fine Presents.

Review Games Ace Combat 7: Skies Unknown

Bandai Namco's upcoming flight sim Ace Combat 7: Skies Unknown has been delayed to 2018.

Ace Combat franchise director Kazutoki Kono announced the delay in a personal letter addressed to fans, saying he and his development team Project ACES need more time to realize the vision they have for the title.

"We would have loved to launch Ace Combat 7 at the end of 2017 as we originally intended, but doing so would compromise our goal for the game," Kono explained. "We take our art very seriously and that means we have instead chosen to devote additional time and effort to perfect and optimize this newest chapter of the Ace Combat saga."


Thanks to the power current generation hardware and Unreal Engine 4, the "skies of opportunity" have been opened to the Project ACES team, Kono said. He also noted how today's technology has allowed them to "deliver the minute details of flight combat - such as cloud cover and air currents – or give players a new way to experience dogfights and attack sorties through hardware such as the new PlayStation VR."

More information about Ace Combat 7 will be revealed very soon, as Project ACES plans to unveil a new demo at E3 that showcases one of the game's non-VR missions.

While initially revealed as a PlayStation 4 exclusive, Bandi Namco has since confirmed Ace Combat 7 will also release for Xbox One and PC.

Ace Combat 7: Skies Unknown is the 17th entry in the series. Having become renowned for its over-the-top action and melodramatic storytelling, Skies Unknown will also be the first time Ace Combat delves into the realm of virtual reality.



TrustedReviews has compiled all the latest news about Ace Combat: Skies Unknown including all the latest news, release date, gameplay, trailers and more.


Ace Combat 7 release date
Skies Unknown is currently slated to launch in 2018 for PS4, PSVR, Xbox One and PC.

Ace Combat 7 story – What’s it about?
Taking place in the year 2020, the country of Erusea has declared war on the Osean Federation for seemingly unknown reasons. Prior to this, a space elevator was erected in Usea that will play an important role in the ensuing conflict as you strive to discover its true purpose.

Unfolding through the perspective of multiple different characters, Ace Combat 7 will be a fittingly hectic military drama where the entire world could end up being at stake. You can find the confirmed list of characters thus far below:

Ace Combat 7 gameplay – How does it play?
Ace Combat 7’s flight mechanics will feel mostly familiar to those with past experience playing the series, since it maintains similar models for both in-game aircraft and elements of its heads-up display. Controlling your trusty jet should be awesome fun; just try to keep your wits about you.


For the first time ever, clouds will play a substantial role in how you navigate the skies. They can even be used for stealth, concealing you from the enemy as you sneak up behind them. But stay concealed in the clouds for too long and your aircraft might freeze up.

Review Games Wargroove

Our impressions of Chucklefish's turn-based game after two couch-based PvP rounds.
I expected a 1v1 match of Wargroove to last about 15 minutes when I visited Chucklefish's office two weeks ago. It turns out it takes 40-60 minutes, if you're anything like me. I found myself spending far too much time fretting about exactly where to move a unit, or whether to buy an archer at that moment rather than saving my money for the stronger and faster knight during the next turn.

Such caution isn't unwarranted in this turn-based, grid-based strategy game, though. The deeper you get into a multiplayer game, the more you worry about pushing a unit one square too far. You might be putting a knight in range of a trebuchet, or an archer. By hovering over an enemy unit during your turn, you can see their possible movement range, allowing you to plan ahead as much as possible.


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Your goal in Wargroove is to kill the opponent's commander, or take over their base. Either will trigger a victory. Across the map, there are buildings that act as resource points. The more you control, the more gold you have coming in per turn. Capturing an enemy building requires you killing the guard unit inside first. Though each of the game's factions have unique commander units, they otherwise have an identical selection of units, aside from the way they look.

I start my first game by deploying a swordsman, and later, a couple of spearmen, at the top of the map. My opponent is moving up from the south. When positioned next to each other on the map, spearmen will perform a critical hit, meaning there's some benefit to building a little wall of them. While I'm getting used to the unit creation and movement, my opponent has occupied a load of buildings and suddenly has loads more money coming in than I do. Over the next few turns, fast, flying vampire units and a massive golem enter the fray and take out my comparably pathetic spearmen and swordsmen. It's over, and my commander, Mercia, is killed. It's all over, lads.

The flying units are particularly tough to deal with—their counter is an alchemist, since melee ground units are useless against them, but it takes me a bit too long to get one onto the field due to my slow gold funds. This nonetheless feels like a good crash course for how much is going on in a game of Wargroove, and how fiercely competitive it is.

That's my way of saying I got my arse handed to me, basically. But the next game won't be nearly as brutal.


Let's try that again
This match will be a little easier. For one, Chucklefish picks a map that doesn't have water or the ability to summon flying units, making it a little simpler to grasp in terms of pacing and counters, without yet knowing the minutiae of every unit off by heart. It's basically just a desert-y field, with my base on the left, and my opponent's on the right. We grab half the buildings each, and the fight converges in the central lane.

As I learned from the last match, a couple of spearmen placed closely together are pretty great in the early game. I don't find the basic swordsman units useful for anything other than grabbing buildings, so I focus on pushing spearmen forward instead. They're slow, but they're handy as a kind of moving wall. A few turns later, my opponent drops a golem, which memorably slapped my troops aside during the last game. I'm dreading its arrival as it plods across the map.

I buy a knight unit, the best unit I can afford. They can move five squares at a time, and if they end their turn on the fifth square, they'll land a critical hit. This is how I counter the golem—the knight races in and takes it down to about a quarter of its health, forcing my opponent to withdraw before it's done any real damage.

This is a major victory, since the golem cost 1200 gold. It's a formidable threat in the right circumstances, but when it's thrashed like this, that's a lot gone to waste. "It’s very intimidating, but it’s actually true that most of its powers are symbolic," says marketing manager Molly Carroll. To look at, it's certainly a scary thing marching across the battlefield. "You’re like 'oh, I’m fucked!'"

The golem's demise underlines the idea that everything has a counter in Wargroove, and that all units have their own drawbacks. My knight, for example, can't cross mountain range tiles, and nor can it actually take control of a building—it can only kill the enemy units occupying one. Alternatively, the trebuchet, which costs 900 gold, would've been effective against the golem too, but that can't move and shoot in the same turn.

Work in progress
"[The golem] is potentially getting more powerful," Chucklefish founder and director Finn Brice explains. "We’re experimenting with its ability to pick up and throw allied units across the map, but it’s a big balance change, so we have to look into it. But I think it’s the only non-commander unit to have an active ability instead of passive, because it won’t have a [critical attack] to make up for that."

Nothing feels overpowered in this build, though. If anything, some units could do with being more threatening, particularly the commanders. Of the two I sample, one, Mercia, has an active AOE healing power, and another, Valder, has the ability to summon a basic skeleton swordsman unit from the dead, but both abilities take a long time to charge up.

I ended up leaving my commander out of the fight in the second game, because they feel a little too fragile. This is an area where a lot of balancing is going on—working out long it takes for each commander's 'Groove' to charge, and how game-changing that ability will be. "The ultimate goal is to ensure that they all feel immensely powerful and that they affect your game so much that playing with one commander over another requires an entirely different strategy, and I think that’s what’s going to make the game particularly interesting," Brice explains. "[It's] also particularly hard to balance, but we’ll cross that bridge."

"I think the community has come to expect this kind of thing," says programmer Rodrigo Monteiro. "StarCraft was being rebalanced, what, ten years after release? There were still releasing balance patches because the meta of the game adapts, and you have to adapt the game with it."

Right now, most of the non-commander units feel balanced enough. The right set of moves can wipe out every enemy unit on the map in a single turn, which more or less happens twice during my second game on both sides. The push towards my eventual victory is exciting: starving my opponent of gold, then building more and more units for the hell of it. By the end, I'm considering a second trebuchet that I have no need for.


This was a relatively decisive victory, but there's plenty of opportunity to grab a quick victory in Wargroove if someone's left their leader in the wrong place—your entire strategy can unravel in a single turn, but you'll understand why when it happens, and you'll learn. Chucklefish hasn't made a strategy game before, but this shows the team is on the right track to me.

It's turn-based strategy as we know it, but presented in a very pleasing and accessible-looking form, which is largely how I felt about Advance Wars back in the day. With asynchronous multiplayer, singleplayer campaigns, extensive mod tools and loads of scope for custom campaigns, I look forward to losing my temper when one of my PCG colleagues inevitably demolishes me on their 20th turn.

Review Games Guacamelee 2

Brawling has never been more beautiful! The long-awaited sequel to the smash hit action-platformer is here: Guacamelee! 2 brings luchador Juan Aguacate out of retirement for a stunning new Metroidvania-style adventure, where he must face his greatest challenge yet - one that threatens to tear apart the very fabric of the Mexiverse!

Explore a huge, hand-crafted world inspired by Mexican culture and folklore, filled with sassy new villains and weirdos (and a few old friends!). Learn a deep repertoire of bone-crunching wrestling moves to fend off the skeletal hordes and overcome skillful platforming challenges... and who said anything about a Chicken Illuminati? Certainly not us!

Check out these features:
An epic adventure spanning time and space, featuring drop-in 4-player local co-op for you and your best amigos!
A brand new upgrade system: discover “trainers” around the world, defeat their challenges, and develop your skill sets for movement, combat, and more!
A vibrant, colorful adventure that takes you from the Mangrove Swamp to Hell itself, featuring twice as many enemy types as the first game and a roster of eccentric new bosses!
An absolutely fuego electro-Mexican soundtrack, and more gorgeous visuals than ever thanks to a fancy new rendering engine!

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Definitely no secret society of chickens that teaches you ancient chicken abilities previously lost to the ages!
The chickens are back, and at least some of them are giant, in Guacamelee! 2.

Developer Drinkbox’s 2013 side-scrolling brawler recaptures the elements that made the first a hit, from its luchador-inspired fighting-game-style combos, to its goofy, humorous writing. Guacamelee! 2 does what good sequels should: Recaptures the highlights of the first game, while expanding on the scope to reinvigorate the formula.

Guacamelee! 2 picks up seven years after the original. Players reprise the role of Juan, the blue-masked Luchador with spiritual powers, who must work through another “Metroidvania”-style world, beating down bosses and finding new paths on an adventure to save the world from a mysterious new foe.

Thứ Sáu, 13 tháng 7, 2018

Review Game Planet Alpha

"My programming skills suck," says Adrian Lazar as I play his video game, a retro sci-fi romp with an appropriately matinee-friendly title, Planet Alpha 31.

Lazar, a professional game artist with experience at a AAA studio, began work on the indie side-project in 2013 using the Unity game engine, but his lack of programming experience led to an extended hiatus. Lazar only returned to the game when he learned of Unreal Engine 4 and its Blueprint Visual Scripting, which allows non-programmers to create games with a visual node-based work flow.


If that all sounds heady and technical, welcome to Lazar's experience designing games. The important bit is this: the new technology has allowed Lazar and teammate Tim Skafte to create a visually stunning project that, while straightforward in gameplay, still holds its own alongside its genre contemporaries with larger teams with more programming experience. The side-project is now their full-time job.

The claymation-like art style of Planet Alpha 31 is a mix of inspirations and limitations. Back in 2013, Lazar played adventure classic Another World on the iPad. He wanted to create something similar of his own. The game's alien planet is full of life that echoes that inspiration. Planet Alpha 31 is played on a 2D-plane, but 3D creatures as small as birds and as large and brontosaurus roam through the world. The soft, clayish style comes from a budgetary decision not to put textures on the environment or characters, giving them a doughy-look.

During the demo, I couldn't stop firing my blaster. The shooting itself is fun, but what I love most about the blaster is how its neon-green payload zips through the world, lighting up the forest and fauna. The art is so rich, dense, and relaxing, that it's surprising when the action ramps up, and hostile critters fill the screen.



The two artists are also working with a sound designer and animator, and they have money aside for hiring a programmer should an emergency strike. "But so far, so good," says Lazar.

Team17 has announced a partnership with Danish indie developer Adrian Lazar to bring Planet Alpha to Nintendo Switch in 2018.

Planet Alpha is an atmospheric side-scrolling platform adventure game which combines fast platforming, creative puzzles, stealth mechanics, and a visually striking art style. Waking up on a strange alien world that is home to many mysterious, exotic flora and fauna, you are tasked with exploring the world around you, uncovering the ability to rotate and control the planet as you do so.

Development on Planet Alpha initially began in 2013 with Lazar working on the game solo in his spare time. Since then, though, he has recruited a small international team to support development and now has the backing of Team17 to publish the game, too.

Review Game GTFO

One of the more interesting games in recent years has to be the four-player survival-horror game GTFO, originally announced earlier this summer. At The Game Awards tonight, developer Ten Chambers showed off what I believe is the first look at actual gameplay with a new trailer that promises a sinister and thoroughly unpleasant treasure-hunting experience. 


GTFO initially appeared to bear a resemblance to the first game revealed tonight, World War Z, but once things got going it struck me as much more akin to an Aliens-like experience. Players form teams of scavengers who are forced to explore a vast underground complex in search of valuable artifacts. Complicating the process is the presence of horrific monsters, who have overrun the whole thing, and aren't very keen on the idea of sharing the space.

In case the bit about being "forced" to do the job didn't trigger your "something sinister going on" alarm, the YouTube description is a bit more to the point about it: "Gather weapons, tools and resources to help you survive - and work to unearth the answers about your past and how to escape."



GTFO is currently expected to be out sometime in 2018. A Steam page is up, and there's also a website with a mailing list signup at gtfothegame.com.

Update: Ulf Andersson of developer Ten Chambers said on the Game Awards stage that GTFO would be released "this year, probably ... in some shape or form." The studio reached out after the show to clarify that he had misspoken, and that 2018 remains the release target.

During this year’s E3, I saw the largest screen I’d ever witnessed, folded around the corner of a building like a giant piece of glowing paper. It told me to buy Nike. LA is already the neon futuretown of California, never mind Night City. But I didn’t just see ads for shoes at the LA convention centre, I saw a lot of games too. From the bustling streets of Cyberpunk 2077 to the twisting tornadoes of Just Cause 4. From the crumbling Capitol of The Division 2 to the clumsy motorcycling of Trials Rising. Here are my highlights from the game industry’s annual festival of bullets and colour, the sci-fi dystopia that was with us all along.

Review Game Travis Strikes Again: No More Heroes

There are plenty of reasons to be excited about the return of Travis Touchdown, star of the No More Heroes series. Original director Goichi Suda, aka “Suda 51,” is back at the helm after years of stepping away from game design, and the earlier No More Heroes remain memorably quirky. Best of all, the pitch for Travis Strikes Again: No More Heroes, coming to Nintendo Switch later this year, sounds great: Travis fights his way through seven various game genres, his adventure filled with jokey pastiche after pastiche.

Too bad that we have yet to really see any of that kind of content, with Grasshopper Manufacture instead choosing to demo a far less interesting portion of the game during a Nintendo event at Game Developers Conference. I tried out one of the game’s short co-op levels with Suda standing by, watching intently. Charming as his eagerness to see how people reacted to his latest game was, my co-op partner and I came away unenthused, even disappointed.


The story goes that, after Travis Touchdown killed his daughter in the previous game, the assassin Badman is out to get revenge. This somehow results in a series of battles through different familiar indie game genres. We were promised that there would be a racing game in there, levels based on Shovel Knight and other indie game crossovers. But what we got to play was ... not any of that. The part we got to try was just some simple, top-down action; Travis and Badman, who becomes Travis’ teammate in co-op, slashed their way through enemies as they ran down a linear path to the level’s end.

The trademark No More Heroes humor is there, at least; I can never complain about saving my game on a toilet. And the writing was enjoyably self-referential, hinting at the game’s next event appearance (it’ll be playable at PAX East). But as the video of the co-op gameplay demo above will show you, there isn’t much else there beyond slashing away at myriad, bland enemies. It didn’t feel like the exciting return of an imaginative, cult-hit series. At the end of our demo, we came away feeling like Travis Strikes Again was just ... a stylish, perhaps forgettable action game. And that’s disappointing when compared to where and how this series began.

Maybe the other levels will shake the gameplay up enough to make it harder to compare to the earlier No More Heroes games. Maybe this hodge-podge of indie game homages will turn out to be an interesting project, a crossover between Grasshopper Manufacture’s wacky franchise and some underrated games.

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It’s strange that the team chose not to show that part off to us, but instead something way less novel and exciting. But from what we can tell thus far, to anyone expecting Travis Touchdown’s return to be another dose of No More Heroes: Don’t get your hopes up.

This weekend, Russian Nintendo fans were able to try out Travis Strikes Again: No More Heroes — but they had to travel all the way to Moscow. Nintendo’s Russian branch had a booth at the Hinode Power Japan event, and, amongst other games, Suda51’s latest creation was demonstrated to the visitors.

It wasn’t the exact same demo as featured at other conventions, though, as players who completed it were greeted with a cryptic but rather exiting message — at least for local Nintendo fans. As one can see on photos spread on social media, one of the key characters suddenly starts speaking in Russian, with the error message "the font not being implemented" preventing the words from coming through.

The simple “yet” at the end — and Travis’ promise to “come back to Moscow once they fix the font” — made Russian fans rather excited, as the speculation about Travis Strikes Again: No More Heroes followed.